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Hurricane Class Destroyer
The older Hurricane class destroyer was once the primary warship of the Republic, but is gradually being replaced by the newer, but slightly smaller, Typhoon Class Destroyer. It was originally designed to defend against incursions from the I'Sred*Ni Protectorate, so has considerable anti-missile defences and heavy armour to protect against missile hits.
It was always a general purpose design though, and ships of the class are often put into rolls they're not entirely suited for, because they have been designed to theoretically have some capabilities in those areas.
Though it is only capable of J-2, it carries 4 parsecs worth of fuel, enabling two jumps without refuelling. This was needed to be able to get around the sparser systems of The Beyond, but also allows it to jump into a system to perform a strike action, and then quickly withdraw back out.
4,000t TL 11 design
MASS | 4,000 | HULL | 1,760 | Armour | 10 |
---|---|---|---|---|---|
Thrust | 4 | Jump | 2 | Power | 3,500 |
TL 11 | Hurricane Class Destroyer | TONs | Power | MCr |
---|---|---|---|---|
Hull | 4,000 tons, Close Structure | - | 800 | 180 |
Radiation Shielding | - | - | 100 | |
Stealth | - | - | 400 | |
Armour | Crystaliron, 10 | 500 | - | 90 |
M-Drive | Thrust 4 | 160 | 1,600 | 320 |
J-Drive | Jump 2 | 205 | 800 | 307 |
Power Plant | TL 8 Fusion (Size -30%) | 175 | -2,500 | |
Emergency Power (Size -30%) | 70 | -1,000 | ||
Jump Fuel | 4 Parsecs | 1,600 | - | - |
8 weeks Operation | 50 | - | - | |
Fuel Scoop | - | - | - | |
Fuel Processors TL11 (30/t) | 55 | 110 | ||
Bridge | Main bridge | 60 | - | |
Sensor Station x 4 | 8 | - | 1 | |
Computers | Core/60/fib | - | - | 113 |
Jump Control/2 | - | - | - | |
Advanced Fire Control/1 [15] | - | - | 12 | |
Electronic Warfare/1 [10] | - | - | 15 | |
Point Defence/1 [12] | - | - | 8 | |
Virtual Gunner/0 [5] | - | - | 1 | |
Sensors | Military (Jammers, Lidar, Radar) | 2 | 2 | |
Weapons | 4 x Medium Particle Bays | 400 | 180 | |
4 x Small Missile Bays | 200 | - | ||
20 x Triple Pulse Turrets, LR | 20 | 100 | 80 | |
4 x Triple Sandcaster Turrets | 4 | - | 7 | |
Point Defence II x 2 | 40 | 1 | ||
Staterooms | 12 x Standard | 48 | - | |
60 x Double rooms | 240 | - | 90 | |
12 x Cold Berth | 6 | 1 | 0.6 | |
Common areas | 50 | - | - | |
8 x Barracks | 16 | - | ||
2 x Brig | 8 | - | 0.5 | |
Systems | 2 x Docking Bays (Launch, 20t) | 44 | - | |
Medical Bay | 4 | 1 | 2 | |
4 x Workshop | 24 | - | 0.6 | |
Briefing Room | 4 | - | 0.5 | |
Armoury (10 marines) | 2 | - | 0.5 |
Total: 3,990t
Minimum Required Crew
- Captain
- Pilot x 3
- Astrogator
- Engineer x 18
- Maintenance x 8
- Medic x 1
- Gunner x 72
- Administrator x 4
- Officer x 10
- Marines x 8
Skills
Typical CEI: 7-8
- Tactics (Naval) +3
- Pilot +2
- Astrogation +3
- Gunnery +2
- Engineering +2
- Electronics +3
Republic crews tend to be highly trained in Electronics warfare.
System Checks
Electronics (Sensors), w/Electronic Warfare, 2d6+5
Electronics Warfare
Triple Beam Turrets
Gunner (Turret) (with Advanced Fire Control) 2d6+4
Attack: 2d6+4
Range: Distant
Damage: 2d6+4